/*
 * Copyright © 2009-2020 Frictional Games
 * 
 * This file is part of Amnesia: The Dark Descent.
 * 
 * Amnesia: The Dark Descent is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version. 

 * Amnesia: The Dark Descent is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 * 
 * You should have received a copy of the GNU General Public License
 * along with Amnesia: The Dark Descent.  If not, see <https://www.gnu.org/licenses/>.
 */

#include "sound/SoundChannel.h"

#include "sound/SoundData.h"
#include "resources/SoundManager.h"


namespace hpl {

	//////////////////////////////////////////////////////////////////////////
	// CONSTRUCTORS
	//////////////////////////////////////////////////////////////////////////

	//-----------------------------------------------------------------------

	iSoundChannel::iSoundChannel(iSoundData* apData,cSoundManager* apSoundManger)
	{
		mbLooping=false;
		mbPaused=true;
		mbPositionRelative=false;

		mfSpeed=1;
		mfVolume=1;
		mfMaxDistance=0;
		mfMinDistance=0;

		mpData = apData;
		mpData->IncUserCount();

		mpSoundManger = apSoundManger;

		mvVelocity = cVector3f(0,0,0);
		mvPosition = cVector3f(0,0,0);
		mvRelPosition = cVector3f(0,0,0);

		mbBlockable = false;
		mfBlockVolumeMul = 1;

		mbAffectedByEnv = false;

		mlPriorityModifier =0;

		mbStopUsed = false;
	}

	//-----------------------------------------------------------------------

	iSoundChannel::~iSoundChannel()
	{
		
	}

	//-----------------------------------------------------------------------

	//////////////////////////////////////////////////////////////////////////
	// PRIVATE METHODS
	//////////////////////////////////////////////////////////////////////////
	
	//-----------------------------------------------------------------------

	void iSoundChannel::DestroyData()
	{
		if(mpSoundManger)
		{
			mpSoundManger->Destroy(mpData);
		}
	}

	//-----------------------------------------------------------------------

}
